Gauntlet Blowgun of the Thundering Witch Weave 491

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Merged Items: Arm 8 of the Witching Weave and Thunderbolt Blowgun 11

Lore: The creation of the Gauntlet-Blowgun of the Thundering Witch-Weave 491 is a tale whispered in circles where ancient nature magic meets daring elemental tinkering. It is believed that a reclusive Weirwoman, inheritor of a potent “Arm 8 of the Witching Weave,” found herself fascinated by the erratic genius of Fizzlebang Thunderstrike’s designs after salvaging a damaged “Thunderbolt Blowgun 11” from a lightning-struck ruin. Instead of merely repairing it, she saw an opportunity for unification. Over a cycle of blue moons and raging thunderstorms, she painstakingly unraveled portions of her sacred Weave, re-lacing it with the ultra-lightweight metal alloy of the blowgun. She didn’t just mend the lightning crystal; she nurtured it with living storms and bound its energies with spells of wind and water, coaxing the gnomish device to accept the wild magic. The result was not merely a repaired weapon or an augmented armlet, but a wholly new Tier 2 artifact—a seamless fusion where ancient ritual and inventive spark became one, channeling both the whispers of the wild and the roar of the tempest.

Description: The Gauntlet-Blowgun of the Thundering Witch-Weave 491 is a remarkable synthesis of natural and artificial elements. It appears as a full-arm gauntlet extending from just below the shoulder to the wrist, fashioned from a deep midnight blue material that shimmers with a subtle silvery sheen, interwoven with strands that look like spun moonlight and dark, polished gnomish alloy. Intricate patterns, reminiscent of both swirling storm clouds and intertwined vines, cover its surface. Embedded near the back of the hand is a moderately sized, faintly glowing lightning crystal, now webbed with fine, silver-like filaments that integrate into the weave. The blowgun mechanism is ingeniously incorporated along the forearm’s length, its mouthpiece subtly formed near the wrist, almost hidden within the organic yet metallic design. When active, faint blue sparks may dance along the alloy components, and the air around it carries a unique scent of ozone mixed with damp earth and wild herbs. Despite its coverage, it feels exceptionally light and moves as if a natural extension of the wearer’s arm.

Stats:

  • Type: Hybrid Ranged Weapon / Magical Armament
  • Blowgun Damage: 1d6 piercing damage + 2d6 lightning damage on a successful hit.
  • Ammunition: Requires specially crafted conductive darts, which can be mystically replenished by the gauntlet (1d4 darts per short rest if some natural materials are provided).
  • Loading: The integrated blowgun can be loaded as a free interaction once per turn.
  • Spellcasting Focus: Acts as a potent spellcasting focus for nature-based or elemental (especially lightning/weather) spells, granting a +2 bonus to spell attack rolls and the saving throw DCs of such spells cast while wearing it.
  • Skills: Grants proficiency in Herbalism and advantage on Wisdom (Perception) checks related to natural environments or magical phenomena.

Tags: Tier 2, Witchcraft, Nature Magic, Lightning, Gnomish Engineering, Elemental Fusion, Arcane Tech, Healing, Hexing, Ranged Weapon, Herbalism, Weather Control, Divination, Hybrid Artifact, Elemental Conduit, Bio-Arcane Integration, Storm-Caller, Synergistic Weave, Living Armament, Herbal Artillery

Multiple Passives Magic:

  • Unified Intuition: The wearer gains advantage on Wisdom (Insight) checks when interacting with nature spirits or elementals, and on checks to discern the true nature of magical weather or electrical phenomena.
  • Storm-Weaver’s Ward: Grants resistance to poison and lightning damage. Additionally, the wearer has advantage on saving throws against effects that would cause the frightened condition due to natural phenomena (storms, beasts, etc.).
  • Moon-Charged Conduit: The +2 bonus to spell attack rolls and saving throw DCs (as mentioned in Stats) is a constant passive effect when using the gauntlet as a focus for relevant spells.
  • Featherlight Integration: The gauntlet, despite its appearance and capabilities, is supernaturally light and perfectly balanced, imposing no disadvantage on Dexterity-based skill checks or attack rolls.
  • Whispering Winds’ Guidance: Darts fired from the blowgun are subtly guided by minor air currents generated by the Weave. This negates disadvantage on ranged attacks due to moderately windy conditions.
  • Ambient Aura: The gauntlet constantly emits a faint, almost imperceptible aura that smells of ozone after a storm and fresh wild herbs.

Multiple Active Magics:

  • Thunder-Hex Dart (Replaces standard blowgun attack; At Will): The wearer fires a dart imbued with both lightning and a minor hex. On a hit, the target takes 1d6 piercing + 2d6 lightning damage and must succeed on a Wisdom saving throw (DC 13 + wearer’s Wisdom modifier) or become frightened of the wearer for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Balm of the Storm Petal (3 charges; recharges 1d3 daily at dawn): As an action, the wearer can touch a creature (or themselves) to invoke healing. The target regains 3d8 + wearer’s Wisdom modifier hit points, and is cured of one poison effect or one disease of common potency. This healing is accompanied by the scent of rain and blooming night-flowers.
  • Call the Storm’s Temper (1/long rest): As an action, the wearer can attempt to influence the local weather in a 1-mile radius. They can cause one of the following effects for 1 hour:
    • Call forth a strong wind (as the gust of wind spell effect intermittently).
    • Summon a brief, localized downpour or light snowfall.
    • Clear minor clouds to reveal moonlight or sunlight in a small area.
    • Create an eerie, localized fog.
  • Chain Lightning Strike (1/long rest): As an action, the wearer fires a special dart. On a hit, the target takes 3d8 lightning damage. Then, up to three other creatures chosen by the wearer, within 30 feet of the initial target, must each make a Dexterity saving throw (DC 13 + wearer’s Wisdom modifier), taking 3d8 lightning damage on a failed save, or half as much on a successful one, as lightning arcs between them.

Specific Slot: Arm (covers the entire arm, left or right, only one such gauntlet can be worn; includes an integrated blowgun mechanism).

The “Gauntlet-Blowgun of the Thundering Witch-Weave 491” is an exceptionally rare Tier 2 artifact, a unique synthesis of ancient witchcraft and ingenious gnomish elemental tinkering. Its acquisition would be a significant event, far removed from common marketplaces. It would likely surface in the following ways within the world of Saṃsāra:

  • The Atelier of an Arch-Artificer or Master of Esoteric Fusions:
    • Location: These would not be public shops but rather highly secluded and heavily warded workshops or sanctums, perhaps hidden in magically potent ley-line convergences, remote cloud-piercing towers, or within self-contained demi-planes accessible only to a select few. The proprietor would be an individual of immense skill and knowledge, specializing in the near-impossible task of harmoniously merging disparate magical traditions and technologies.
    • How it might be bought/sold: If such an artisan were the original creator of this specific Gauntlet-Blowgun (or one of a very limited, painstaking replication series, which is less likely given its origin story), it would be sold directly and discreetly to a pre-vetted, exceptionally wealthy, and highly knowledgeable client. More likely, such an artisan might acquire it through some extraordinary adventure or trade and then offer it to a discerning collector. News of its availability would travel via coded missives, trusted intermediaries, or direct invitation. The seller would prioritize a buyer who understands and respects the Gauntlet’s unique dual nature.
    • Cost: Due to its unique synthesis, Tier 2 power, and singular nature, the price would be astronomical. Expect costs in the range of 40,000 to 90,000 gold pieces. Payment might also be accepted (or demanded) in the form of equally rare artifacts, significant quantities of unique magical reagents (like a live storm elemental’s essence or a grove of moon-petal blossoms), forgotten lore of immense value, or the undertaking of a perilous quest on the artisan’s behalf.
  • Grand Auction Houses of Uniques and Antiquities:
    • Location: Prestigious, heavily fortified auction houses found only in the largest and wealthiest metropolises of Saṃsāra – cities known for their powerful mage guilds, ancient noble houses, and congregations of affluent collectors.
    • Description: These establishments specialize in one-of-a-kind artifacts, items of legendary power, or relics from bygone eras. The Gauntlet-Blowgun, with its compelling lore and unique blend of capabilities, would be a prized centerpiece of a very exclusive auction event.
    • How it might be bought/sold: The auction would be advertised discreetly but intensely within elite circles. Prospective buyers – powerful archmages, eccentric gnomish nobles, leaders of nature-worshipping conclaves, or wealthy patrons of adventurers – would be granted private viewings under strict security. The auction itself would be a tense affair, with bidding likely involving not just coin but also valuable properties, trade concessions, or other significant assets.
    • Cost: Bidding might start around 35,000 gold pieces but could easily escalate to 70,000 – 100,000+ gold pieces, especially if rival collectors with specific interests in its gnomish or witch-magic aspects become engaged.
  • As a Legendary Treasure or Quest Reward:
    • Location: Not a place of commerce, but a potential source. It might be discovered in the long-sealed vault of its original creator, wrested from the hoard of a powerful creature that valued unique magical items (like an ancient dragon or a collector lich), or found in a forgotten gnomish citadel intertwined with a corrupted ancient grove.
    • How it might be bought/sold: In this scenario, the item is “won” or “unearthed” rather than bought. Should the adventurers who find it decide to sell, they would likely need to approach a broker specializing in unique artifacts or a contact within one of the aforementioned auction houses or artisan circles. Direct sale to a less specialized merchant would drastically undervalue it.
    • Cost (Resale Value by Adventurers): If sold through an appropriate channel, adventurers might expect to receive 30,000 to 60,000 gold pieces, with the final amount depending heavily on the buyer, the broker’s commission, and the current demand for such unique hybrid items.
  • The Shadow Market for Singular Arcane Devices:
    • Location: Clandestine and mobile exchanges operating in the underbellies of major cities, within secret sections of vast cave networks, or through shadowy brokers with networks spanning multiple island nations.
    • Description: This illicit market deals in rare, often stolen or ethically ambiguous items of significant power. If the Gauntlet-Blowgun were to fall into such hands, it would be treated as a high-value, high-risk commodity.
    • How it might be bought/sold: Transactions would be shrouded in secrecy, likely involving multiple intermediaries, coded language, and meetings in obscure locations. Payment would likely be demanded in untraceable forms – flawless gemstones of great size, potent and illegal alchemical concoctions, dangerous magical artifacts, or significant quantities of rare raw materials like adamantine or refined lightning crystals. Buyers would need considerable influence and a willingness to operate outside official channels.
    • Cost: The gold piece equivalent might range from 25,000 to 50,000, but this is often a less relevant metric than the value of the goods or services exchanged. The price is dictated by the seller’s urgency, the buyer’s desperation, and the perceived risk. Authenticity verification would be paramount for the buyer.

Given its unique blend of gnomish elemental technology and deep nature-based witchcraft, the Gauntlet-Blowgun of the Thundering Witch-Weave 491 would not be a standard inventory item anywhere. Its appearance on the market would be a rare event, drawing interest from a very specific and powerful subset of Saṃsāra’s populace.

The Gauntlet-Blowgun of the Thundering Witch-Weave 491 is a uniquely versatile Tier 2 artifact, blending ancient nature magic with ingenious elemental technology. Its use in different environments showcases its adaptability for both potent offense and cunning defense.

  • Dense Forests, Wild Jungles, and Shadowy Swamps
    • Defense: Navigating these perilous locales, the wearer benefits immensely from the Storm-Weaver’s Ward, offering resistance to the myriad natural poisons from venomous creatures or toxic flora, as well as rogue magical lightning that might lash out in magically dense wilderness. The advantage against fear caused by monstrous beasts or unsettling natural phenomena keeps the wearer composed. Should injury occur from a hidden pitfall or a skirmish with territorial wildlife, the Balm of the Storm Petal provides substantial healing and can cleanse festering swamp fevers or injected venoms. If pursued, the wearer can use Call the Storm’s Temper to invoke a sudden, thick fog or a torrential downpour, obscuring their trail and disorienting trackers. Unified Intuition constantly feeds them insights about the ambient natural energies, warning of unnatural disturbances or hidden animal lairs.
    • Offense: From the concealing embrace of the wilderness, the Thunder-Hex Dart becomes a tool of silent, terrifying precision. A dart loosed from deep shadow can strike a sentinel, the lightning arcing through damp leaves to find its mark, while the hexing aspect causes the target (or its nearby companions) to recoil in terror from sudden rustling leaves or the hoot of an owl, believing nature itself has turned hostile. Call the Storm’s Temper can be used aggressively, summoning whipping winds to harry flying foes or to make treetops sway precariously over enemy encampments. Against groups of amphibious threats in a swamp or creatures clustered in a grove, the Chain Lightning Strike can arc devastatingly. The passive Herbalism proficiency aids in identifying plants that can be used for camouflage, creating makeshift traps, or even supplementary non-magical poisons for darts if desired.
  • Urban Environments and Cityscapes
    • Defense: When ambushed in a narrow alleyway or a crowded market, the Thunder-Hex Dart can be fired defensively; its lightning might short out nearby steam-powered contrivances or electrify metallic grates, while the frighten effect scatters assailants, creating an opportunity for escape. The Featherlight Integration of the gauntlet ensures unhindered agility for rooftop chases or weaving through panicked crowds. If cornered and wounded, the Balm of the Storm Petal offers a swift means of recovery. Call the Storm’s Temper might be used to create a sudden, localized gust of wind to extinguish lights, scatter crucial documents during a tense negotiation, or cause enough chaos to cover a discreet withdrawal.
    • Offense: The integrated blowgun allows for subtle, ranged attacks. A Thunder-Hex Dart can be delivered from a shadowy alcove or rooftop to neutralize a specific target with shocking efficiency, the lightning damage potent and the hex adding a layer of psychological disruption. Against a patrol of city guards or a gang clustered in a tight street, the Chain Lightning Strike offers a way to strike multiple foes simultaneously. The gauntlet’s spellcasting focus capabilities (+2 bonus) are invaluable if the wearer needs to unleash more overt elemental or nature spells in an urban confrontation, perhaps shattering cobblestones with a thunderous spell or entangling pursuers with magically enhanced vines.
  • Underground Caverns, Dungeons, and Ancient Ruins
    • Defense: The Storm-Weaver’s Ward is crucial, offering protection against poisonous gases, clouds of necrotic energy from ancient wards, or the lightning traps favored by forgotten civilizations. Unified Intuition aids in perceiving the subtle tells of magical traps or the unnatural presence of dungeon denizens. Should a trap be sprung or a creature land a blow, the Balm of the Storm Petal is a vital source of healing, potentially mending injuries that would otherwise fester in the unclean environment. Call the Storm’s Temper can create a sudden gust of wind to disperse lingering spores or fog clouds, or to extinguish mundane torches held by less prepared adversaries, potentially leveraging the wearer’s own superior senses (if any).
    • Offense: In the echoing darkness, the Thunder-Hex Dart not only delivers potent damage but its lightning flash can momentarily illuminate targets and surroundings. Creatures unaccustomed to sudden, violent electrical discharges or primal fear effects may be easily routed. It’s particularly effective against subterranean creatures that are often damp or metallic constructs vulnerable to lightning. The Chain Lightning Strike can be devastating when used in narrow corridors or against groups of monsters guarding a chamber. The quiet initial firing of the blowgun allows for stealthy elimination of sentries before a larger assault.
  • Stormy Regions, High Mountains, and Treacherous Coastlines
    • Defense: In its element, the gauntlet’s Storm-Weaver’s Ward makes the wearer particularly resilient to the ambient lightning of a natural tempest. Call the Storm’s Temper can be used with greater subtlety here, perhaps to slightly redirect prevailing winds to create a momentary shield from projectiles, or to intensify a patch of fog for cover during a mountain ascent. Along a coastline, a sudden squall summoned by this ability could make an enemy’s amphibious landing treacherous or capsize small pursuing vessels. The Whispering Winds’ Guidance helps anticipate dangerous gusts or sudden shifts in weather patterns, aiding in safe navigation.
    • Offense: The electrical attacks of the gauntlet feel thematically (and perhaps even mechanically, at GM discretion) empowered during natural storms. The crack of a Thunder-Hex Dart or the boom of a Chain Lightning Strike can be masked by natural thunder, allowing for devastating surprise attacks. Call the Storm’s Temper can be used to whip winds into a frenzy to batter coastal fortifications or to try and trigger small avalanches in the mountains to inconvenience or harm foes. Targets standing in water along a coastline or on rain-slicked mountain paths are exceptionally vulnerable to the lightning damage.
  • Confrontations with Magical Foes or Corrupted Natural Entities
    • Defense: Against spellcasters hurling elemental or necromantic energies, the Storm-Weaver’s Ward provides vital protection. Unified Intuition helps the wearer anticipate the flow of an enemy’s magic or perceive the unnatural taints upon a corrupted creature or sacred grove. The potent healing of Balm of the Storm Petal can mend wounds inflicted by dark magic and purge lingering magical toxins. If facing a corrupted nature spirit, the wearer might use Call the Storm’s Temper to try and invoke the pure, cleansing aspect of a storm to temporarily disrupt the corrupting influence or create an area of sanctified ground.
    • Offense: The Thunder-Hex Dart is a versatile tool against magical foes; its lightning can disrupt spellcasting or damage magical constructs, while the hex can break a mage’s concentration or make a corrupted beast recoil from its own twisted reflection in nature. The +2 bonus to spell attacks and DCs from the gauntlet is critical when the wearer unleashes their own repertoire of nature or elemental spells, potentially overpowering an enemy’s magical defenses. Chain Lightning Strike can be used to target a spellcaster and their summoned minions simultaneously. The ability to commune with potentially uncorrupted local nature or elemental spirits (via Whispering Winds’ Guidance or Unified Intuition) could reveal an enemy’s specific magical weakness or rally untainted natural forces to the wearer’s aid.

Perception of Activation: When the potent energies of the Gauntlet-Blowgun of the Thundering Witch-Weave 491 are brought forth, a complex interplay of sensory and extra-sensory phenomena occurs, reflecting its unique fusion of ancient witchcraft and gnomish elemental tinkering.

  • Sight
    • What is perceived: The lightning crystal set near the hand erupts with an intense, coruscating blue-white light, often shot through with silver sparks. These sparks visibly arc and dance along the interwoven gnomish alloy components and the integrated blowgun mechanism. Simultaneously, the deep midnight blue witch-weave sections of the gauntlet shimmer with increased intensity, their subtle silvery patterns (resembling vines or storm clouds) momentarily glowing with an ethereal luminescence, sometimes appearing to writhe or flow like living energy. If a healing ability like Balm of the Storm Petal is used, this glow may soften to a gentler, cleansing light of silver and pale green.
    • User’s Perspective: A brilliant surge of light emanates from the crystal on their hand, accompanied by the mesmerizing sight of captive lightning crawling over their arm. The patterns woven into the fabric seem to awaken, pulsing with an inner light. If preparing to fire a dart, its tip visibly crackles with contained elemental fury.
    • Observer’s Perspective: An arresting visual spectacle. The gauntlet becomes a focal point of raw energy, with electricity visibly contained and directed. The interplay of sharp, electric blues and whites from the crystal and alloy contrasts with the deeper, more organic glow of the witch-weave, clearly signaling the activation of potent, hybrid magic.
    • Positives: The display is a clear and unambiguous indication of powerful magic being unleashed, often serving as an impressive display of might or a warning. It can provide momentary, bright illumination in dim surroundings.
    • Negatives: Activation makes stealth impossible. The sudden intensity of light, especially the electrical arcing, might be startling or distracting to the wearer if unprepared. It will invariably draw significant attention.
  • Sound
    • What is perceived: A sharp, distinct crackle and energetic hum emanates from the lightning crystal and metallic Gnomish components, like miniature, contained thunder. This is interwoven with a sudden intensification of sibilant whispers from the witch-weave portions, sounding like wind rushing through ancient trees or the distant roar of an approaching storm. When an offensive dart is loosed, it’s often accompanied by a sharp crack or a miniature thunderclap. Healing energies might manifest with softer sounds, like gentle rainfall or the murmur of a hidden spring.
    • User’s Perspective: The cacophony is intimate and powerful; the crackling energy feels alive on their arm, while the amplified whispers of the weave might offer fleeting, instinctual warnings or primal urgings. The sound of a loosed dart is a sharp, definitive exclamation of power.
    • Observer’s Perspective: A unique and often unsettling auditory experience. The sharp, technological crackle of electricity is clearly distinguishable from the more organic, ancient sounds of rushing wind and whispers, marking the item’s dual nature. The discharge of the blowgun is notably loud for such a seemingly compact mechanism.
    • Positives: The sound is a potent confirmation of the gauntlet’s activation and the type of energy being manipulated. It can be highly intimidating to foes and awe-inspiring to allies.
    • Negatives: Silent activation is entirely out of the question. The combined sounds can be overwhelming in quiet settings and may make subtle communication difficult for the wearer. The whispers might be unnerving to those unaccustomed to them.
  • Touch
    • What is perceived: A dynamic and powerful tactile sensation. The gnomish alloy components vibrate intensely with contained electrical energy, feeling cool to the touch despite the visual sparks. In contrast, the witch-weave sections become surprisingly warm (or sometimes cool and damp, if invoking mist or rain via Call the Storm’s Temper), and thrum with a life-like, tingling energy. A significant recoil or surge of power travels up the wearer’s arm when a particularly potent ability, like Chain Lightning Strike, is unleashed.
    • User’s Perspective: A vivid duality: the cool, buzzing, electric thrill from the metallic parts, and the warm, tingling, almost breathing sensation from the woven sections. The arm feels like a conduit for barely controlled natural and artificial energies. The feedback upon discharge is palpable and affirming.
    • Observer’s Perspective: While direct touch is unlikely and unwise, observers very close might feel a strong static charge in the air around the gauntlet or even a slight tremor in the ground if a powerful ability is discharged. The air around the gauntlet might feel noticeably cooler or warmer depending on the magic used.
    • Positives: The wearer experiences a profound, direct connection to the energies they are wielding, enhancing their sense of control and the impact of their actions. The distinct sensations reaffirm the successful merging of the two magical traditions.
    • Negatives: The intensity of the vibrations and the contrasting temperatures could be initially jarring or uncomfortable for the wearer. Prolonged or repeated high-power activations might leave the arm feeling numb, tingly, or slightly strained.
  • Smell
    • What is perceived: A potent and unique aromatic blend erupts around the wearer. The sharp, clean, and energizing scent of ozone, like the air after a fierce thunderstorm, mingles powerfully with the rich, loamy fragrance of damp earth, crushed wild herbs, ancient wood, and something akin to charged petrichor from the witch-weave. The dominant note may shift slightly depending on the ability – more ozone for electrical attacks, more earthy and herbal tones for healing or nature-communing.
    • User’s Perspective: A sudden and immersive olfactory wave. The ozone is bracing and sharp, heightening alertness, while the scents of the wild are grounding, connecting them to primal natural forces.
    • Observer’s Perspective: Those in the vicinity will be struck by a strong, unmistakable, and somewhat unsettling scent: like a lightning strike in the heart of an ancient, untouched forest. It’s a clear indicator of unusual and powerful magic.
    • Positives: The unique scent profile is a strong sensory marker of the gauntlet’s activation. The individual scents can be evocative – the ozone of raw power, the earthy tones of deep magic and healing.
    • Negatives: The combined aroma is potent and highly distinctive, potentially alerting anyone nearby (friend or foe) to the wearer’s presence and the nature of their magic. Some may find the intensity or the specific combination of smells to be acrid or overwhelming.
  • Taste
    • What is perceived: (Primarily for the wearer, indirect). A fleeting, faint metallic or electric tang at the back of the throat or on the tongue, a common side effect of proximity to strong electrical discharge and ozone generation. This may be subtly undercut by an almost imperceptible, phantom taste of bitter herbs, fresh spring water, or even damp soil, particularly when nature-aspected abilities are used.
    • User’s Perspective: A transient but noticeable sensation that accompanies the other, more dominant sensory inputs. The metallic tang is often associated with the build-up or release of lightning, while the fainter, more organic tastes seem to well up from the witch-weave’s influence.
    • Observer’s Perspective: Not applicable.
    • Positives: Adds a minor, subtle layer of sensory detail for the wearer, contributing to the immersive experience of wielding such a unique artifact.
    • Negatives: The taste, especially the metallic or bitter components, might be slightly off-putting or strange for the wearer, though it is typically very brief.
  • Extra-Sensory Perceptions
    • Confluence of Elemental Fury and Primordial Life-Force:
      • What is perceived: To magically attuned senses, the activation is a breathtaking display. Raw, crackling elemental energy (lightning, wind) is visibly drawn into, contained, and fiercely channeled by the gnomish alloy and crystal. Simultaneously, a deep, ancient, and potent wave of life-force, intertwined with the subtle energies of plant life, earth, and shadow, pulses and flows through the witch-weave. These two distinct and powerful energy signatures can be seen—and felt—merging, swirling, and sometimes clashing before harmonizing into the specific magical effect being produced.
      • User’s Perspective (if magically attuned): They become the focal point of two immense and seemingly disparate torrents of power. One feels like the untamed, exhilarating heart of a thunderstorm; the other, the deep, knowing, and sometimes sorrowful pulse of the ancient, sentient wild. It is an intense, demanding experience to channel and balance these forces.
      • Observer’s Perspective (if magically attuned): A rare and astonishing sight: the focused, almost “engineered” brilliance of high-level elemental magic side-by-side with the diffuse, ancient, and deeply organic power of primordial nature witchcraft. The successful, synergistic merging of these energies within a single artifact is a testament to incredible skill or a uniquely fortuitous magical event.
      • Positives: An undeniable and awe-inspiring display of exceptionally high-level and unique magic. The user experiences a profound connection to both the raw elements and the deepest currents of natural life. It can be deeply illuminating for magical scholars or practitioners.
      • Negatives: The sheer combined intensity of these disparate energies could be overwhelming, disorienting, or even psychically painful for unprepared magically sensitive individuals nearby. For the user, actively controlling and harmonizing such potent, distinct forces may initially be mentally and spiritually taxing.
    • Echoes of Witch-Wisdom and Gnomish Eureka:
      • What is perceived: The ambient whispers from the witch-weave components become momentarily clearer and more defined, often taking on an urgent or guiding tone. These ancient voices are sometimes interspersed with faint, almost subliminal echoes of excited gnomish exclamations, the hiss of steam, the crackle of an experimental device, or the distant clang of a forge – remnants of the Thunderbolt Blowgun’s inventive lineage.
      • User’s Perspective: During the peak of activation, it’s not just a flow of energy but a flood of impressions. The whispers of countless witches offer instinctual guidance, ancient secrets, or warnings. These are sometimes cut through with flashes of gnomish insight – a sudden understanding of a trajectory, a moment of inventive brilliance, or an almost manic excitement tied to the unleashed power.
      • Observer’s Perspective (if highly psychically sensitive or using potent divination): They might catch fleeting, disjointed sensory fragments: the scent of a moonlit forest grove abruptly replaced by the smell of hot metal and ozone; a line from an ancient incantation followed by a triumphant gnomish shout.
      • Positives: Can provide the user with unexpected, intuitive solutions, flashes of ancestral knowledge, or warnings of hidden dangers. It offers a profound connection to the item’s dual heritage and the spirits or memories bound within it.
      • Negatives: The barrage of mixed voices, emotions, and impressions can be highly distracting, confusing, or even overwhelming, especially in high-stress situations. Discerning actionable wisdom from the “noise” requires considerable mental discipline.
    • Empathic Tide of Storm and Grove:
      • What is perceived: A powerful empathic wave emanates from the wearer, its nature directly reflecting the ability being activated. Unleashing lightning attacks projects a feeling of focused, exhilarating fury – the raw, untamed joy and power of a storm. Activating healing or nature-communing abilities radiates a profound sense of deep tranquility, nurturing growth, and the ancient, unyielding stillness of a primeval forest or a moonlit night.
      • User’s Perspective: Their own emotional state becomes intensely aligned with the magic being channeled. There’s a cathartic release in unleashing a storm-infused dart, a deep sense of peace and rightness when mending wounds with the Balm of the Storm Petal.
      • Observer’s Perspective (if empathically sensitive): They are buffeted by a distinct and powerful emotional atmosphere radiating from the wearer. This could be the sharp, invigorating thrill of a lightning strike, filling them with sudden energy or apprehension, or a wave of profound calm and natural harmony that soothes anxieties or inspires reverence.
      • Positives: Greatly amplifies the user’s focus and the perceived impact of their abilities. Can be used to project an aura of intimidating power, serene confidence, or compassionate healing, significantly influencing the emotional state of those nearby.
      • Negatives: If the wearer’s own emotions are turbulent or poorly controlled, the empathic projection could be discordant, unsettling, or send mixed signals. Highly empathic individuals might feel emotionally overwhelmed or manipulated by the sheer intensity of the projected feelings.

The Syncretic Ritual of Sky-Fire and Earth-Whisper — This esoteric and demanding process outlines the creation of the “Gauntlet-Blowgun of the Thundering Witch-Weave 491,” a unique Tier 2 artifact born from the unlikely fusion of ancient nature witchcraft and ingenious gnomish elemental technology. Success requires not only the original enchanted items but also exceedingly rare reagents, specialized tools that bridge disparate crafting traditions, and a confluence of skills seldom found in a single artisan.

  • Items Merged:
    • One complete and fully charged “Arm 8 of the Witching Weave.”
    • One complete and operational “Thunderbolt Blowgun 11.”
  • Additional Materials Needed (for purification, binding, synergistic enchantment, and stabilization):
    • Heartwood Staff of a Twice-Struck Thunder Oak (1): An ancient oak that has survived two separate lightning strikes, its wood now resonating with both earth-strength and sky-fire.
    • Silver-spun Moonlight Moss (a generous handful): Harvested only under the light of three consecutive full moons from a place where ley lines cross.
    • Gnomish Grand Harmonic Gyroscope (1, perfectly calibrated): A complex device of interlocking, resonating crystals and gears designed to stabilize and sympathetically link wildly different energy frequencies.
    • Essence of the Still Междусветие (Between-Worlds) Pool (1 vial): Water collected from a sacred pool reputed to lie on the border between the natural world and the spirit realms, used for purification and opening magical pathways.
    • Electrum Filings (blessed by both gnome and witch rites, 1 pouch): For creating conductive pathways that are receptive to both organic and elemental magic.
    • Tears of a Captive Sylph or Minor Air Elemental (3 drops): To coax the lightning crystal into a more nuanced and controllable relationship with atmospheric energies and natural magic.
    • The Codex of Impossible Unions (Fragmented Scroll): A section of a legendary, near-mythical text that purportedly details rituals for merging seemingly incompatible magical forces or substances.
    • Living Willow Resin (infused with powdered Amber and Fulgurite dust, 1 small pot): A potent alchemical binding agent that remains slightly flexible yet magically conductive.
    • Spool of Spidersilk-Wrapped Orichalcum Wire (ultra-fine gauge): For re-wiring critical components, offering superior conductivity for both elemental charges and subtle magical energies.
    • Breath of the Unseen (a ritual component, often captured essence of a specific magical confluence): To catalyze the final merging and awaken the fused item’s unique properties.
  • Tools Required:
    • The Symbiotic Forge-Grove: A crafting site where a masterwork forge is built around and integrated with ancient, living trees, allowing elemental fire and natural energies to be drawn upon simultaneously and harmoniously.
    • Anvil of Resonant Truth (carved from a geode found within a lightning-struck meteorite): This anvil hums withtelluric and cosmic energies, allowing for the shaping of items while sensing their internal magical balance.
    • Gnomish Aetheric Calibration Suite: Includes micro-manipulators, spectral analyzers for both magical and electrical fields, and tools for ultra-fine adjustments to crystalline structures.
    • The Crone’s Loom (strung with hair willingly given by a lineage of wise women and sinew of a storm-drake): For carefully unravelling and re-weaving the enchanted threads of the Witching Weave with new, conductive elements.
    • Crystal Harmonizing Pedestal (with integrated Ley Line Siphons and Grounding Rods): A specialized apparatus for safely discharging, cleansing, re-tuning, and re-empowering magical crystals, especially those dealing with volatile elemental energies.
    • Alchemist’s Station of Natural Transmutation: Equipped for brewing potent infusions, resins, and handling delicate magical essences without contamination.
    • Complete Set of Masterwork Jeweler’s Tools and Non-Ferrous Metalworking Implements (e.g., silver, gold, orichalcum).
    • A dual-aspected Consecrated Circle: One half dedicated to spirits of nature, the moon, and ancient earth; the other half to spirits of the storm, invention, and controlled elemental forces.
  • Skill Requirements:
    • Elder Witch of the Wild Weave (Mastery of Herbalism, Weaving of Enchantments, Spirit Binding): Must possess profound understanding of ancient nature magic, the language of spirits, the properties of moon-magic, and the intricate art of weaving enchantments into organic materials.
    • Gnomish Electro-Thaumaturgic Artificer (Grandmaster of Tinkering, Elemental Crystalography, Arcane Engineering): Unparalleled expertise in the creation and manipulation of devices channeling elemental energies, particularly lightning. Must understand the precise mechanics of magical crystals and conductive alloys.
    • Loremaster of Esoteric Synthesis (Unique and Legendary): This individual possesses the almost mythical knowledge of how to bridge and fuse disparate magical traditions – understanding the fundamental principles that allow nature magic to coexist and synergize with elemental-technological enchantments. This is often the limiting factor.
    • Unflinching Meditative Discipline & Tri-Focal Concentration: The process is incredibly lengthy and requires the ability to simultaneously manage delicate physical crafting, complex ritualistic observances, and the dangerous interplay of powerful, often opposing, energies.
    • Deep Knowledge of Sympathetic Magic, Ritual Consecration, and Magical Resonance Theory.
  • Crafting Steps:
    • Harmonic Purification & Alignment (Cycle of one full moon, culminating on a blue moon or major thunderstorm):
      • Both the “Arm 8 of the Witching Weave” and the “Thunderbolt Blowgun 11” are placed at the precise center of the Dual-Aspected Consecrated Circle. The Arm is gently bathed in the Essence of the Still Междусветие Pool, while the Blowgun is meticulously cleaned with tools that leave no residue, its crystal faintly humming.
      • The artisan(s) engage in a lengthy period of meditation and ritualistic study of the Codex of Impossible Unions, seeking to understand the spiritual and magical “signature” of each item and divine the precise ritual actions for their fusion. The Gnomish Grand Harmonic Gyroscope is activated nearby, slowly beginning to resonate with both items.
    • Sympathetic Deconstruction & Material Preparation (7 days of meticulous work):
      • Using the Crone’s Loom and specialized non-ferrous tools, specific anchoring threads of the “Arm 8” are carefully unstitched and laid bare, exposing core magical nexuses within its weave. The Moonlight Moss is prepared and woven into small, receptive bundles.
      • Simultaneously, the “Thunderbolt Blowgun” is partially disassembled with the Gnomish Aetheric Calibration Suite. The lightning crystal is extracted and placed upon the Crystal Harmonizing Pedestal. The existing wiring is assessed, and key conductive pathways are identified for replacement or augmentation with the Spidersilk-Wrapped Orichalcum Wire. The Heartwood Staff is carved into foundational supports and conduits that will physically bridge the two items.
    • Rebirthing the Crystal Heart & Weaving Anew (3 days, under specific atmospheric conditions – ideally a brewing storm or clear, potent moonlight):
      • The lightning crystal is cleansed with the Tears of a Captive Sylph. Its energy matrix is then gently recalibrated on the Crystal Harmonizing Pedestal, adjusting its resonant frequency with the aid of the Grand Harmonic Gyroscope to be more compatible with organic enchantments.
      • The Heartwood Staff sections are carefully integrated with the blowgun’s alloy components. The Moonlight Moss bundles and Electrum Filings are then intricately woven into the Witching Weave, alongside the Orichalcum Wire, using the Crone’s Loom. This process physically merges the disparate parts, creating channels for the unified energies. The Living Willow Resin is applied with extreme precision to seal these junctures.
    • The Ritual of Syncretic Fusion (Performed over 24 hours, starting at dusk during a powerful natural energy event – thunderstorm, aurora, or celestial conjunction):
      • The nearly assembled Gauntlet-Blowgun is brought to the Symbiotic Forge-Grove and placed upon the Anvil of Resonant Truth within the dual-aspected circle.
      • The artisan(s) begin a complex, unbroken ritual. This involves channeling energy from both the living elements of the Forge-Grove and controlled electrical surges (drawn from the storm or ley lines via the Crystal Harmonizing Pedestal). Chants and invocations from both witch and gnomish traditions are performed in a precise, interwoven sequence.
      • The Gnomish Grand Harmonic Gyroscope is actively managed to maintain a fragile equilibrium between the surging natural and elemental energies. The Breath of the Unseen is released at the ritual’s apex, acting as the final catalyst to meld the distinct magical essences into a singular, synergistic whole. This is the moment of greatest risk and potential.
    • Stabilization, Awakenings, and Final Attunement (A further cycle of the moon):
      • After the ritual, the Gauntlet-Blowgun glows with an unstable, newly combined aura. It must remain undisturbed on the Anvil for several days to allow the energies to settle and fully integrate.
      • Minute adjustments are made using the Aetheric Calibration Suite and gentle, resonant taps.
      • Finally, the creator (or the intended wielder, if crafted on commission) must undertake a personal attunement ritual. This involves wearing the Gauntlet-Blowgun continuously, using its abilities in controlled environments, and meditating with it to understand its newly formed “will” and master the nuanced control of its dual powers. Only then is its creation truly complete.

Successfully navigating this arduous process results in the birth of the Gauntlet-Blowgun of the Thundering Witch-Weave 491, an artifact that embodies a rare and powerful harmony between ancient magic and inventive genius.

Scroll of the Hand That Grasped the Storm and Soothed the Leaf

Attend, ye who seek old tellings, for this carving is from a time when the words were but shadows of the true speaking. It is of Elara, child of two paths, though she knew it not at the sun’s first rising upon her days. Her village lay nestled where the Whispering Woods did kiss the roots of the Thunderpeak Mountains, a place where old magics of the green and strange new rattlings from gnomish holes sometimes met with unease.

Elara, she was kin to the Weavers, women who knew the moon’s mind and the earth’s deep sigh. From her grandmother, she did inherit an Arm, a sleeve of midnight blue, woven, it was sung, from the hair of a thousand moon-touched women and steeped in secrets of the wild. This Arm, it hummed with the life of growing things, and its whispers guided her hand to healing herbs and words to soothe the angered spirits of the wood. It was a thing of soft power, of life’s gentle turning.

But from the Thunderpeak came a new trouble. Not the clean lightning of the sky-gods, but a sickness of metal, a creeping blight of clicking, whirring things forged by gnomes who dug too deep and cared too little for the roots of the world. These constructs, they drank the streams dry, and their clanking frightened the beasts, and the green things withered where their shadows fell. Elara’s healing Arm could soothe the blighted plant for a day, but the source of the ill remained, strong in its un-life.

One day, exploring a fallen gnomish outpost, shattered by some forgotten conflict or perhaps its own reckless power, Elara found a strange thing: a tube of impossibly light metal, a shard of blue crystal clinging to it, still faintly buzzing like a trapped hornet. It was the broken remnants of a blowgun, a “Thunderbolt” thing, so the faded gnomish scratches upon it did seem to indicate. It felt alien to her touch, cold and sharp where her Weave-Arm was warm and yielding. Yet, as she held the Gnomish Spark-Tube near her Witching Weave, a strange song arose between them, a jarring chord of thunder and rustling leaves, a scent of ozone and damp earth clashing yet calling. The whispers of her Arm grew agitated, curious.

A vision came to her then, not in sleep, but in the waking dream between the hum of the crystal and the sigh of the Weave. She saw the two things not separate, but as one. A hand that could soothe with the wisdom of the deep wood, yet also strike with the fury of the high storm. The spirits of the Weave seemed to pull at the metal, and the ghost of the gnome-fire in the crystal seemed to yearn for the living pulse of the Weave. “The sky’s tooth,” a voice of wind and crackling energy seemed to say, “must find its root in the living branch. Only then can the balance be sung anew.”

Great was Elara’s fear, for such a joining was against all known lore of her people, and the gnomish ways were suspect. But greater still was the sorrow for her dying woods. She took the two pieces to the heart of the Oldest Grove, where a lightning-struck oak still lived, its burned branches reaching to the sky while new leaves unfurled from its living side. There, she gathered moon-dew from blue-blossomed nightshade, and coaxed a spark from the Thunderpeak’s magnetic stones. With thread from her own Weave, she began.

The ancient script tells not of hammer and forge as the gnomes knew, nor of gentle weaving as her grandmothers taught, but of a third way, a way of listening and binding. She did not force, but persuaded. She sang to the metal, the song of the growing seed, and she whispered to the Weave, the chant of the striking storm. She let the moonlight bathe the crystal, and the raw earth cradle the alloy. For days and nights, she toiled, her hands guided by the warring, then harmonizing, whispers from the two souls she sought to make one. The oak above her shuddered with each flash of contained lightning, and its roots seemed to hum in answer to her pleas.

And it was so, that from this perilous communion, a new thing was born. Not just sleeve, not just blowgun, but a Gauntlet that wrapped Elara’s arm from shoulder to wrist. The midnight blue of the Weave now ran like veins through the dark gnomish metal, and the lightning crystal pulsed steadily at her wrist, nestled amongst patterns of storm clouds and entwined ivy. It felt neither wholly of nature nor wholly of artifice, but something beyond, something whole. The whispers in it were now a chorus of ancient crones and excited gnomish inventors, all strangely in accord.

The time of its testing was upon her. A great clanking monstrosity, a leader of the gnomish blight-machines, lumbered towards her village, its many legs crushing the sacred herbs. Elara raised her new Arm. She breathed into the mouthpiece near her wrist, and a dart, formed of hardened thorn and conductive river-silver, flew forth. It struck the iron beast, and not just a spark, but a bolt of chained lightning erupted, leaping from leg to leg, causing the construct to seize and shudder. And with the lightning, a hex, a fear of the very ground it desecrated, took hold of its strange mechanical mind, and it backed away, confused.

Where the blight had poisoned a stream, Elara dipped the Gauntlet, and calling upon the Balm of the Storm Petal, a soft, ionizing rain fell from her fingertips, and the water began to clear, the fish to swim again without listlessness. She spoke to the winds with it, using Call the Storm’s Temper, and a great gust arose, not destructive, but cleansing, blowing away the smog of the gnomish workings and carrying seeds of regrowth on its breath.

The gnomes, those who had sent the constructs, saw these new wonders – the lightning that seemed guided by a forest’s will, the healing that carried the scent of ozone – and they were confounded. Their chief, a master of cogs and steam, confronted Elara. He sent forth his mightiest machine, a thing of whirling blades and spitting fire. Elara stood firm. Her Gauntlet blazed. She fired dart after dart, each a Thunder-Hex, each carrying the storm’s fury and the wood’s disquieting magic. Her Storm-Weaver’s Ward turned aside the gushes of alchemical fire. And when the great machine finally lunged, she invoked the Chain Lightning Strike one last time, a blinding network of sky-fire that overloaded its core. The machine sputtered, smoked, and was still.

Seeing this, the Gnomish chief did not attack, but pondered. He saw in Elara’s Arm not just a weapon, but a bridge. He saw that the sky’s fire did not need to fight the earth’s heart, but could dance with it. Peace was made, an uneasy one at first, but a peace nonetheless, built on the marvel of the Two-Souled Arm.

Moral of the Story: From the fragmented tablets, this truth endures: True power, and true healing for a wounded world, is not found in the victory of one way over another, but in the courageous weaving of opposites. For when the storm’s sudden fire is guided by the leaf’s deep wisdom, even the greatest blights may be overcome, and a new balance may be struck from the heart of discord.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

The Tempest-Woven Armature of Whispers

  • Type: Unique Magical Artefact (Integrated Arm Gauntlet and Blowgun)
  • Blowgun Attack: Uses an action to fire. Base Range 15 yards. Requires specially prepared conductive darts (see below).
    • Damage: 1D4 piercing + 1D6 lightning.
    • Thunder-Hex Effect: On a successful hit that deals damage, the target must also make a POW x3 roll or be assailed by terrifying natural visions and whispers, suffering a penalty die on their next action and a Sanity roll (0/1d2).
  • Armor: The gauntlet itself provides 1 point of armor to the wearer’s arm only.
  • Skills: The wearer gains +15% to their Natural World skill. If they possess Occult, they may treat it as +10% higher for purposes of understanding nature-based or weather-related phenomena.
  • Magical Properties & Abilities:
    • Storm-Weaver’s Ward (Passive): The wearer gains a bonus die on Constitution rolls to resist poisons and electrical shocks.
    • Whispers of Intuition (Passive): The wearer gains a bonus die on Spot Hidden or Listen rolls when in natural environments, or when attempting to perceive magical illusions or weather manipulation.
    • Balm of the Storm Petal (Costs 1D3 Magic Points + 0/1 Sanity): As an action, the wearer can touch a creature (or themselves) to channel healing energy. The target regains 1D6+2 Hit Points. This can also be used to neutralize one common poison affecting the target (requires a successful First Aid or Medicine roll by the wearer, modified by +10%). The area smells of ozone and fresh rain.
    • Chain Lightning Dart (Costs 1D6 Magic Points + 1/1D3 Sanity, Once per 24 hours): As an action, fire a special dart. If it hits, the primary target takes 1D4 piercing + 2D6 lightning damage. The lightning then arcs to strike up to two additional targets within 5 yards of the first. These secondary targets take 1D6+2 lightning damage (no piercing). This creates a loud crack of thunder.
    • Call the Storm’s Temper (Costs 1D4 Magic Points, Requires a successful POW x3 roll): Over 1D10 minutes, the wearer can attempt to alter local weather conditions in a radius of approximately half a mile. Effects are minor and temporary (1-2 hours): summon a brief, localized rain shower or light snow, create a patch of dense fog (20-yard visibility), or cause winds to pick up significantly (imposing a penalty die on relevant physical actions for those caught unprepared). More significant alterations would require a longer ritual and higher costs.
  • Ammunition: The gauntlet requires small, conductive darts. It can hold up to 3. The wearer can craft 1D3 such darts with 1 hour of work if they have suitable metallic components and access to natural materials (e.g., specific woods, herbs).
  • Sanity Note: Prolonged attunement or frequent use of its more potent powers may lead to the wearer hearing constant, faint whispers of wind and ancient voices, potentially leading to a new phobia or mania if not managed (Keeper discretion).

Blades in the Dark

Storm-Caller’s Weave Gauntlet

  • Item Type: Special Weapon & Arcane Implement (Load: 2)
  • Description: A full-arm gauntlet of woven dark fibers and gleaming gnomish alloy, with an integrated blowgun. It hums with contained elemental power and whispers of natural magic.
  • Abilities:
    • Thunder-Hex Dart (Replaces standard ranged attack for this item): When you Skirmish or Hunt using the gauntlet’s blowgun, you fire a dart crackling with lightning and imbued with unsettling nature magic. On a hit, inflict Level 2 Harm (“Shocked & Spooked”). If you gain a critical success, you may also choose one: the target is momentarily paralyzed by the shock, or they are terrified of their immediate natural surroundings for the next few moments (e.g., cowering from rustling leaves or the shadow of a bird).
    • Balm of the Storm Petal (Once per score): You (or an ally you touch) may mend wounds with nature’s energy. Reduce one instance of Harm by one level (e.g., Level 2 Harm becomes Level 1 Harm). If this clears the Harm, the target also clears 1 Stress. This manifests as a brief shimmer of greenish lightning and the scent of rain-soaked herbs.
    • Chain Lightning Strike (Push Self or 1 Stress, Once per score): When you fire a Thunder-Hex Dart and hit, you can choose to have the lightning arc to one or two additional targets very close to the initial one. They suffer Level 1 Harm (“Minor Shock”).
    • Call the Storm’s Temper (Setup Action, Once per score): You briefly influence the immediate local weather (a sudden gust of wind, a patch of dense fog, a quick downpour, extinguishing small flames). Describe how this creates an opportunity or overcomes an obstacle for your crew. Gain +1d to the ensuing action roll that capitalizes on this change.
    • Whispers of the Wilds (Passive): When you Attune to the natural world or attempt to understand spirits of place/weather, you get a good read. You may ask one extra question, even on a partial success.
    • Storm-Weaver’s Ward (Passive): You gain +1d to your Resistance roll when resisting the effects of poison, electricity, or fear caused by overtly natural or elemental threats.

Dungeons & Dragons (5th Edition – 2024 Revisions Ethos)

Gauntlet of the Tempestuous Wilds

  • Wondrous item, legendary (requires attunement by a character proficient with simple weapons)
  • This full-arm gauntlet is a striking fusion of midnight-blue woven fibers, shimmering with faint silvery patterns, and articulated plates of dark, lightweight gnomish alloy. An integrated blowgun runs along the forearm, and a crystal near the wrist pulses with contained lightning.
    • Integrated Blowgun: The gauntlet incorporates a magical blowgun. You are proficient with this blowgun. It uses Dexterity for its attack and damage rolls. When you make an attack with this blowgun, you can load it as part of the attack. It has a normal range of 30 feet and a long range of 120 feet.
    • Thunder-Hex Darts: Darts fired from this blowgun deal 1 piercing damage plus 2d8 lightning damage. Additionally, on a hit, the target must succeed on a DC 17 Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The gauntlet magically creates 1d4+1 of these conductive darts at dawn, which vanish if not used within 24 hours.
    • Spellcasting Focus: While wearing the gauntlet, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your spells that deal lightning or thunder damage, or that manipulate weather, plants, or animals.
    • Storm-Weaver’s Ward (Passive): You have resistance to poison damage and lightning damage. You also have advantage on saving throws against being frightened by beasts, elementals, or weather effects.
    • Unified Intuition (Passive): You have advantage on Wisdom (Nature) and Wisdom (Perception) checks related to natural environments or predicting weather.
    • Balm of the Storm Petal: The gauntlet has 5 charges. As an action, you can expend 1 or more charges to touch a creature. The creature regains 2d8 hit points for each charge expended. This healing is accompanied by a soft, cleansing mist. The gauntlet regains 1d4+1 expended charges daily at dawn.
    • Chain Lightning Strike (1/Day): As an action, you fire a special dart from the blowgun at one creature you can see within range. If the attack hits, the target takes 4d10 lightning damage. Then, lightning leaps from that target to up to three other creatures of your choice that you can see within 30 feet of the first target. Each of these secondary targets must succeed on a DC 17 Dexterity saving throw or take 4d10 lightning damage.
    • Call the Storm’s Temper (1/Day): As an action, you can exert minor influence over the weather in a 1-mile radius centered on you. For 1 hour, you can choose one of the following effects to manifest: cause light precipitation (rain, snow, or hail), cause winds to become strong (imposing disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks relying on hearing), create fog as if by the fog cloud spell (filling a 100-foot radius sphere), or clear such conditions. You cannot create weather phenomena violent enough to cause damage.

Knave (1st/2nd Edition Adaptable)

Witch-Storm Arm

  • Defense: The arm itself provides no significant armor bonus (treat as unarmored unless other armor is worn).
  • Slots: Takes 1 inventory slot.
  • Integrated Blowgun: Ranged weapon. Range 60ft.
    • Thunder-Hex Dart: Deals 1d6 damage (piercing & lightning). On a successful hit (or critical hit, if GM prefers for simplicity), the target must also make a Will save or be Frightened for 1d4 rounds (cannot willingly move closer to the wearer).
  • Abilities:
    • Storm-Weaver’s Ward (Passive): Gain Advantage on saves vs. poison and electrical effects.
    • Nature Sense (Passive): Gain Advantage on checks when foraging, tracking in natural environments, or predicting weather.
    • Balm of the Storm Petal (2 uses per day): As an action, touch a creature to heal 2d6 HP. This can also be used to neutralize one ongoing poison effect.
    • Chain Lightning Dart (1 use per day): As an action, fire a special dart. If it hits, the primary target takes 1d8 lightning damage. The lightning then arcs to 1d4-1 (minimum 0) other visible targets within 15ft of the first, each taking 1d6 lightning damage.
    • Call Minor Weather (1 use per day): As an action, for the next 10 minutes, you can create one of the following in a 60ft radius area: strong, gusting wind (disadvantage on ranged attacks passing through); moderate rain or light snow (visibility reduced); dense fog (visibility heavily obscured).
    • Witchcraft Focus (Passive): If you can cast spells, spells with nature, weather, or lightning descriptors are more potent (e.g., target has Disadvantage on their save, or the spell deals +1 damage/heals +1 HP, GM’s discretion).
  • Ammunition: Magically creates 1d4 conductive darts each morning.

Fate Core / Fate Condensed

Arm of the Whispering Tempest

  • This item is a significant Extra, granting Aspects and Stunts.
  • Permissions: Acquiring this artifact would likely require completing a significant quest, spending several refresh, or dedicating a major character milestone to its discovery and attunement.
  • Aspects (The gauntlet itself possesses these, which the wearer can invoke or be compelled by; alternatively, the wearer gains one as a character Aspect upon attunement):
    • Fusion of Witch-Weave and Storm-Tech
    • Whispers of Primal Lightning on My Arm
    • Nature’s Fury, Gnome’s Ingenuity
  • Stunts:
    • Thunder-Hex Dart: When you succeed on a Shoot attack using the integrated blowgun, you can spend a Fate Point to also inflict a situation Aspect like Terrified by Nature’s Wrath or Shocked and Disoriented on the target with one free invoke. The dart itself has the weapon quality: 2 (piercing and lightning).
    • Balm of the Storm Petal: Once per session, you can touch a character (including yourself) to perform magical healing. Clear their Mildest physical consequence. If they have no Mild physical consequences, you can instead reduce a Moderate physical consequence to Mild. This manifests as a brief, cleansing shower of ionized rain and the scent of fresh herbs.
    • Chain Lightning Strike: Once per session, when your Thunder-Hex Dart successfully hits a target, you can spend a Fate Point to declare that the lightning arcs. Choose up to two additional targets in the same zone as the initial target. These secondary targets must Overcome a difficulty equal to your Shoot skill or take a 2-shift hit.
    • Call the Storm’s Temper: Once per session, you can use an action to Create an Advantage by subtly influencing the local weather within your current zone and adjacent zones for a scene (e.g., create a sudden gust of wind, a patch of dense mist, intensify rain, or call down an eerie silence). You gain two (2) free invokes on the created situation Aspect.
    • Storm-Weaver’s Resilience (Passive): You gain Armor:1 against attacks with an electrical or poison descriptor.
    • Attuned Focus (Passive): When you use an approach to cast spells, perform rituals, or otherwise manipulate magic related to nature, weather, or electricity, you gain a +1 bonus if that action would directly benefit from the gauntlet’s nature.

Numenera & Cypher System

The Storm-Weave Electro-Gauntlet

  • Level: 7 (Artifact)
  • Form: An articulated full-arm gauntlet of dark, shimmering woven material, reinforced with polished segments of a lightweight, unknown alloy. An integrated tube runs along the forearm, ending near the wrist. A multifaceted crystal near the back of the hand emits a faint, pulsating blue light.
  • Effect (Passive):
    • The wearer gains +1 to their Speed Edge.
    • The wearer is Eased by one step on all tasks involving interaction with natural plants and animals, identifying herbs, predicting mundane weather, or resisting fear effects from natural sources (beasts, storms).
    • Provides +2 Armor. This bonus increases to +4 Armor specifically against damage from poison or direct electrical attacks.
  • Effect (Active):
    • Depletion: 1-2 in 1d20 (check after each activation of an active ability, unless stated otherwise).
    • Thunder-Hex Dart (Action): The gauntlet fires a small, energized dart. This is an Intellect-based attack (as it combines magical aiming and hexing) against a target within long range. On a hit, it inflicts 7 points of damage (a mix of piercing and lightning). Additionally, the target is disoriented by unsettling whispers and phantom natural phenomena, hindering its next action by one step. (Depletion: Check applies.)
    • Balm of the Storm Petal (Action): The wearer touches a creature. The target immediately regains 7 points to one of their Pools (Might, Speed, or Intellect, chosen by the wearer). This can also neutralize one poison or disease affecting the target (Level 6 or lower). This ability manifests as a gentle shimmer of greenish-blue light and the scent of ozone and damp earth. (Depletion: Check applies.)
    • Chain Lightning Strike (Action, costs 3 Intellect points from the wearer): The gauntlet fires a supercharged dart at a target within medium range. If it hits (Intellect-based attack), it inflicts 8 points of lightning damage. The lightning then arcs to up to two other creatures chosen by the wearer within immediate range of the first target, each taking 5 points of lightning damage. (Depletion: Check applies after the primary attack, regardless of how many secondary targets are hit.)
    • Call the Storm’s Temper (1 hour): The wearer can attempt to alter local weather conditions in an area up to a long distance across for up to one hour (or until the gauntlet depletes). The level of the weather effect is 6 (e.g., cause or stop significant precipitation, change wind direction/speed to create hazardous conditions hindering tasks by one or two steps, create dense fog obscuring sight beyond immediate range, or call down a single, dramatically loud but non-damaging lightning strike for effect). (Depletion: Check applies when first activated and again at the end of each hour of sustained use.)
  • Quirk: The gauntlet constantly emits a faint smell of petrichor and ozone. The wearer occasionally hears faint, untranslatable whispers that seem to emanate from the weave, especially during storms or when in pristine natural environments.

Pathfinder (2nd Edition)

Gauntlet of the Storm-Woven Concord

  • Item 11
  • Rare, Magical, Evocation, Invested, Nature
  • Price 1,350 gp
  • Usage worn gauntlet (one hand); Bulk 1
  • This full-arm gauntlet is a remarkable fusion of dark, midnight-blue fibers woven with shimmering silver patterns resembling both vines and storm clouds, seamlessly integrated with articulated plates of a lightweight, dark grey gnomish alloy. An intricate blowgun mechanism is built into the forearm, and a multifaceted crystal near the wrist pulses with contained lightning.
  • Integrated Blowgun: The gauntlet incorporates a +2 striking blowgun. It fires darts of coalesced air and lightning and thus requires no physical ammunition.
  • Passive Abilities:
    • Storm-Weaver’s Ward: You gain resistance 5 to electricity and resistance 5 to poison. You also gain a +2 item bonus to saving throws against fear effects originating from animals, natural hazards (like storms), or environmental effects.
    • Nature’s Intuition: You gain a +2 item bonus to Nature checks to Identify Magic related to plants, weather, or natural phenomena, and to Survival checks to Subsist or Sense Direction in the wilderness.
    • Attuned Spellcasting: If you are a prepared spellcaster with access to primal or arcane spells, you can use this gauntlet as your spellcasting focus. When doing so, spells you cast that have the electricity, air, or plant trait gain a +1 status bonus to their spell attack roll or increase their DC by 1.
  • Activated Abilities:
    • Thunder-Hex Dart [one-action] (Attack, Air, Electricity, Enchantment, Magical) Make a Strike with the integrated blowgun. On a hit, the target takes normal piercing damage from the blowgun (including the +2 striking bonus) plus an additional 2d6 electricity damage. Furthermore, the target must attempt a DC 28 Will save.
      • Critical Success The target is unaffected by the hex.
      • Success The target is frightened 1.
      • Failure The target is frightened 2 and all its Speeds are reduced by 5 feet for 1 round.
      • Critical Failure The target is frightened 3, its Speeds are reduced by 10 feet for 1 round, and it is fleeing for 1 round.
    • Balm of the Storm Petal [two-actions] (Healing, Magical, Necromancy, Positive) Frequency three times per day; Effect You touch a willing living creature. It regains 3d8+15 Hit Points. You can also attempt to counteract one poison or disease afflicting the target with a counteract modifier of +19 (counteract level 5). This is accompanied by a soft shimmer of greenish light and the scent of rain.
    • Chain Lightning Strike [two-actions] (Air, Electricity, Evocation, Magical) Frequency once per day; Effect You fire a special dart from the integrated blowgun. It deals 6d6 electricity damage to a primary target (basic Reflex save DC 28). The lightning then arcs to strike up to two additional creatures within 30 feet of the first target and each other. These secondary targets each take 4d6 electricity damage (basic Reflex save DC 28).
    • Call the Storm’s Temper [three-actions] (Air, Concentrate, Evocation, Magical) Frequency once per day; Effect You subtly influence the weather in your current outdoor location within a 1-mile radius for 1 hour. You can choose one of the following effects: create moderate wind (imposing a -1 circumstance penalty on ranged attacks and Perception checks relying on hearing), cause or stop light-to-moderate precipitation (rain or snow), or generate a 100-foot-radius bank of fog (providing concealment). These effects are generally not potent enough to directly cause damage but can significantly alter circumstances.

Savage Worlds Adventure Edition (SWADE)

The Tempest-Weaver’s Arm

  • Type: Relic (Magical Gauntlet with Integrated Weapon)
  • Weight: 5 lbs; Min. Str: d6
  • Notes: A full-arm gauntlet blending woven natural fibers with gleaming gnomish alloys, housing an advanced blowgun. It hums with elemental energy and whispers of ancient magic.
  • Integrated Blowgun (“Thunder-Hex Dart”):
    • Skill: Athletics (throwing); Range: 10/20/40; Damage: 2d4 piercing + 2d6 electricity.
    • Special: On a hit, the target is Distracted. On a Raise on the attack roll, the target is Shaken instead (from the combined shock and unsettling hex). The gauntlet magically generates and loads one dart as part of making an attack with it (no separate Reload action needed if firing once per round).
  • Passive Abilities:
    • Storm-Weaver’s Ward: Provides +2 Armor against damage specifically from poison or electrical sources. The wearer adds +1 to their Toughness.
    • Nature’s Intuition: The wearer gains a +1 bonus to Survival checks and to Notice checks related to natural environments or predicting weather patterns.
    • Witch-Light Focus: If the wearer has an Arcane Background that involves casting spells with nature, weather, or elemental (electricity/air) trappings, they gain +1 to their arcane skill roll when casting such spells.
  • Activated Powers (Generally usable once per day, or the GM may allow spending a Benny for an additional out-of-turn use for some):
    • Balm of the Storm Petal (Action, 1/Day): The wearer touches a character (including themselves). The target immediately makes a natural healing roll (Vigor) with a +2 bonus. Additionally, this touch automatically removes one level of Fatigue or counters one active poison or disease (if the source’s Rank is Veteran or lower).
    • Chain Lightning Strike (Action, 1/Day): The wearer fires a supercharged dart. The primary target suffers 3d6 electricity damage. The lightning then arcs to strike up to 1d4 additional targets within a Medium Burst Template centered on the first target; these secondary targets each suffer 2d6 electricity damage. This produces a loud crack of thunder.
    • Call the Storm’s Temper (Action, 1/Day): For the next hour, in an area approximately 200 yards in radius centered on the wearer, they can choose one of the following environmental effects to manifest:
      • Gale Winds: Impose a -2 penalty on ranged attacks passing into or out of the area and on Agility-based skill checks that would be affected by strong wind.
      • Torrential Rain/Blinding Snow: Visibility is reduced to Heavily Obscured beyond 4″ (8 yards). Surfaces may become slick.
      • Dense Fog: Visibility is reduced to Obscured (can’t see targets more than a few feet away).
  • Setback (Minor): The gauntlet audibly hums with contained energy (a mix of crackling and whispers) and constantly emits a faint but distinct smell of ozone and damp earth, imposing a -1 penalty to Stealth rolls where sound or scent might be a factor.

Shadowrun (6th World)

Whisperwind Arc-Caster Gauntlet (Artefact)

  • Type: Magical Gauntlet with Integrated Ranged Weapon System
  • Armor: +1 (to the limb wearing the gauntlet only, stacks with other worn armor)
  • Availability: 22R (Unique Artefact)
  • Cost: Effectively priceless; acquired through extraordinary means.
  • Integrated Arc-Dart Caster (Exotic Ranged Weapon):
    • Attack Skill: Exotic Weapon (Arc-Caster Gauntlet) or Engineering + Agility
    • Damage: 7P AP: -2 Mode: SS
    • Special: On a successful hit, the dart unleashes a bio-electric hex. The target suffers 3S damage (Resist with Body + Willpower) and takes a -2 dice pool penalty to their next action due to disorienting whispers and phantom sensations.
  • Magical Properties & Abilities:
    • Storm-Weaver’s Ward (Passive): The wearer gains 3 bonus dice for Soak tests against Poison and Electricity damage/effects. They also gain +1 Edge when making a test to resist fear or intimidation originating from natural beasts, spirits of nature, or severe weather phenomena.
    • Whispers on the Gale (Passive): The wearer gains a +2 dice pool bonus to Perception tests related to natural environments, detecting weather changes, or spotting magically concealed natural entities.
    • Balm of the Storm Petal (Complex Action, 2 uses per day): The wearer touches a target (can be themself). The target heals 8 boxes of damage (player chooses Physical or Stun). This can also neutralize one Toxin or Disease with a Speed/Potency up to Rating 5. This manifests as a shimmering green-blue mist smelling of ozone and herbs.
    • Chain Lightning Dart (Complex Action, 1 use per day): The wearer fires a supercharged dart. The primary target, if hit, suffers 10P (AP -4, Electrical) damage. The lightning then arcs to hit up to two additional targets within 5 meters of the first and each other. Secondary targets suffer 6P (AP -2, Electrical) damage. This creates a loud crack of thunder.
    • Call the Storm’s Temper (Complex Action, 1 use per day): The wearer can subtly influence local weather patterns in a 50-meter radius for up to 10 minutes. Choose one:
      • Sudden Squall: Create strong, gusting winds imposing a -2 dice pool penalty on all physical actions requiring precision and on ranged attacks passing through the area.
      • Dense Fog/Mist: Visibility is reduced to a few meters, imposing a -4 dice pool penalty on vision-based Perception tests and ranged attacks.
      • Localized Downpour: Creates slippery surfaces and can extinguish small, mundane fires.
  • Focus Characteristic: If treated as a focus, it could be a Power Focus (Rating 4) or a Spellcasting Focus (Combat or Manipulation spells, Rating 5) specializing in elemental (electricity, air) or nature-themed spells.

Starfinder

Storm-Weaver Electrostatic Gauntlet

  • Level: 12
  • Price: 42,000 credits
  • Type: Hybrid Item (worn on one arm, full gauntlet)
  • Hands: 1; Bulk: 1
  • Capacity: 20 (for blowgun); Usage: 1 per shot (blowgun), abilities vary.
  • Integrated “Thunder-Hex” Blowgun (Hybrid Ranged Weapon):
    • Category: Special Weapon
    • Damage: 3d6 Piercing + 3d6 Electricity
    • Range: 60 ft.; Critical: Frighten (DC 19, target is shaken for 1d4 rounds)
    • Ammo: Special conductive darts (gauntlet can transmute nearby organic material into 1d4 darts once per hour).
  • Special Properties:
    • Storm-Weaver’s Ward (Ex/Mg): You gain resistance 10 to electricity and poison. You gain a +2 insight bonus to saving throws against fear effects caused by animals, magical beasts, or severe weather.
    • Nature’s Whispers (Ex/Mg): You gain a +3 circumstance bonus to Perception and Survival checks in natural outdoor environments, and to checks made to predict or analyze weather patterns.
    • Spellcasting Conduit (Mg): If you cast spells, you can use this gauntlet as a hybrid focus. When casting a spell with the [air], [electricity], or [plant] descriptor, or any spell that directly manipulates weather, you gain a +1 item bonus to your caster level for that spell.
    • Balm of the Storm Petal (Hy, 3 charges, recharges 1d3 daily at dawn by absorbing ambient natural energy): As a standard action, you can expend 1 charge and touch a creature. The creature regains 4d8 Hit Points, and this effect attempts to counteract one poison or disease affecting the target (using your character level as the counteract level, with a +12 counteract bonus).
    • Chain Lightning Strike (Hy, 1/day): As a standard action, you fire a supercharged dart from the integrated blowgun. Make a ranged attack against a target within 60 feet. If it hits, the target takes 8d6 electricity damage. The lightning then arcs from that target to up to three other creatures of your choice, each of whom must be within 20 feet of the first target. Each secondary target takes 6d6 electricity damage (Reflex save DC 19 for half damage).
    • Call the Storm’s Temper (Hy, 1/day): As a standard action, you can alter the weather in a 300-foot radius centered on you for 1 hour. You can choose one of the following effects:
      • Create moderate wind (imposing disadvantage on ranged weapon attacks).
      • Cause light-to-moderate precipitation (rain, snow, or sleet), potentially creating slippery surfaces.
      • Generate thick fog, heavily obscuring the area. These effects are not powerful enough to cause direct damage but provide significant environmental changes.

Traveller (Mongoose 2nd Edition)

Atmospheric Harmonizer Gauntlet (TL15 Artefact)

  • This sophisticated full-arm gauntlet, of unknown and possibly alien origin, seems to be crafted from an advanced, dark, bio-composite weave interlaced with shimmering metallic filaments. It integrates a silent projectile launcher and numerous environmental manipulation systems.
  • Weight: 1.5 kg (no encumbrance penalty due to advanced articulation).
  • Power: Self-sustaining via ambient energy absorption (atmospheric and bio-electric); effectively unlimited for standard functions. High-drain functions are limited per day.
  • Integrated Flechette Projector (“Thunder-Hex” effect):
    • Skill: Gunnery (exotic) or appropriate personal combat skill chosen by Referee.
    • Range: 20m/60m/150m (Short/Medium/Long).
    • Damage: 3D+3 (flechette base) + additional effect: target must make a Difficult (10+) Endurance check or suffer DM-2 to all actions for their next turn due to neural static and disorienting sensory input.
  • Special Properties:
    • Adaptive Environmental Shielding (Storm Ward): Provides Protection 5 against airborne toxins, poisons, and directed electrical attacks. The wearer gains DM+2 on any check to resist fear or maintain composure when faced with dangerous natural animals or extreme weather phenomena.
    • Integrated Sensor Suite (Nature’s Intuition): Constantly analyzes the local environment. Grants DM+2 to Survival checks (foraging, tracking, navigation in natural terrain) and any checks made to predict or analyze local weather patterns or detect unusual atmospheric or botanical energy signatures.
    • Bio-Restorative Nanite Infusion (Balm of the Storm Petal, 2 uses per day): As a significant action, the wearer can touch a target (or self). Nanites are released that repair 3D damage. This can also neutralize one common poison or disease (Referee’s discretion on potency, may require a successful Medic check with DM+1 if the affliction is severe).
    • Arc Discharge Projector (Chain Lightning, 1 use per day): As a significant action, fires a specialized projectile. Upon impact with the primary target (requiring a successful attack roll), it inflicts 4D electrical damage. The energy then arcs to 1D3 other conductive targets (e.g., individuals in metal armour, robots, large metallic objects) within 5m of the initial target, each suffering 2D electrical damage. This causes a loud electrical crackle.
    • Localized Atmospheric Manipulator (Call Storm’s Temper, 1 use per day): As a lengthy action (3 rounds), the wearer can alter atmospheric conditions in a 100m radius for up to 1 hour. Choose one: generate strong, turbulent winds (DM-2 to ranged attacks and actions requiring fine motor skills), summon a heavy downpour or blizzard (reducing visibility to 20m and creating difficult terrain), or create a dense, swirling fog bank (reducing visibility to 2m).
  • Cost: Unique Artefact (likely 5 MCr+ if a price could even be set).

Warhammer Fantasy Roleplay (4th Edition)

Hexen-Blitz Gauntlet of the Whispering Weald

  • A bizarre and potent magical artefact, this full-arm gauntlet appears as a disturbing fusion of ancient, dark woven materials that seem almost alive, bound with blackened iron and crackling gnomish-looking copper coils around a multifaceted, storm-grey crystal. An alchemically treated wooden tube for firing darts is integrated along the forearm.
  • Encumbrance: 15 (though it feels lighter to the attuned wearer).
  • Armour Points (to Arm location only): 2 AP.
  • Qualities: Magical, Unique, Ugly (in a fascinating, terrifying way), Unsettling Whispers.
  • Integrated Dart Launcher (Magical Ranged Attack):
    • Skill: Ranged (Blowpipe) or Test Willpower with a +10 bonus if more magically focused.
    • Range: 16 yards.
    • “Thunder-Hex” Dart: On a successful hit, the target suffers a Damage +7 hit with the Magical, Armour Piercing (1), and Lightning Qualities. Additionally, the target must make an Opposed Willpower/Cool Test against the wearer or gain 1 Frightened Condition and suffer a -10 penalty to their next Test due to disorienting whispers and flashes of primal fear. The gauntlet provides its own enchanted darts, regrowing 1d3 each morning if any are lost.
  • Magical Properties:
    • Witch-Weave Ward (Passive): The wearer gains a +15 bonus to Toughness Tests to resist the effects of Poison and Disease. They also gain a +1 SL bonus on Cool Tests made to resist fear from Beasts, Daemons of nature, or terrifying weather. If struck by magical lightning, they may make a Challenging (+0) Endurance Test to halve the Wounds taken.
    • Whispers of the Old Growth (Passive): The wearer gains a +1 SL bonus to Intuition Tests to sense ambushes in natural surroundings and to Lore (Herbs) or Outdoor Survival Tests. The gauntlet often murmurs barely audible (to the wearer) warnings or observations about the natural world.
    • Balm of the Ley-Infused Storm (Bound Power, 2/day): As an Action, the wearer touches a target. The target heals a number of Wounds equal to 1d10 + the wearer’s Willpower Bonus. Furthermore, if the wearer makes a successful Average (+20) Heal Test, they can also remove one ongoing Poison or Minor Disease Condition from the target. This is accompanied by the scent of ozone and wet earth.
    • Forked Doom-Bolt (Bound Power, 1/day): As an Action, the wearer makes a Challenging (+0) Willpower Test. If successful, a bolt of crackling, dark lightning (often tinged with green) erupts from the gauntlet towards a target within 16 yards, inflicting a Damage +9 hit with the Lightning and Dangerous Qualities. The bolt then forks to strike 1d3-1 (minimum 0) additional targets within 4 yards of the first, each suffering a Damage +5 hit with the Lightning Quality. This produces a deafening crack of unnatural thunder.
    • Call Weather’s Ire (Bound Spell/Ritual, 1/day): Requires an Extended Action (5 Rounds) and a successful Difficult (-10) Channelling (Ghur or Azyr) Test. If successful, for the next hour in a half-mile radius, the wearer can choose one: invoke howling, debris-flinging gales (all suffer -1 SL on outdoor actions and risk being hit by minor debris for Damage +0 hits); summon a torrential, freezing downpour that extinguishes most mundane fires and can cause Flooding in susceptible areas; or create an unnaturally thick, disorienting fog that heavily obscures vision and carries unsettling whispers.
  • Curse: The “Unsettling Whispers” quality means the wearer often hears faint, disturbing whispers from the gauntlet, especially when alone or in pristine nature. At the GM’s discretion, this might require occasional Cool Tests to avoid gaining a point of Stress or a temporary Condition when under pressure.